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The MYSTERY AT COPPERTOP MANOR


PLAGUESTONE TRILOGY, PART 1

A mysterious plague has struck the town of Glister and now bodies have gone missing from the
local cemetery! The grave keeper has noticed strange lights at the abandoned manor on the hill.
Can the adventurers stop the plague and solve the mystery at Coppertop Manor?
A Two to Four Hour Adventure for Tier 1 Characters. Optimized for APL 3
CREDITS
Lead Designer: Ed Stevens

Cover art: Ed Stevens with photo from Josh Svoboda

Illustrations: Creative Commons (fort, torn paper, bare


willow), Wikimedia Commons (gauntlets), Royalty free
license from Turbosquid (plague mask), Ed Stevens (all
others)

Cartography: Ed Stevens

Editing: Derrick Stevens

D&D Adventurers League Guildmaster: Chris Lindsay

Art Director & Graphic Design: Rich Lescouflair

D&D Adventurers League Wizards Team: Adam Lee, Chris


Lindsay, Mike Mearls, Matt Sernett

D&D Adventurers League Administrators: Bill Benham,


Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman,
Greg Marks

Playtesters: Geoff Berman, Truman Brown, Thomas Gernert,


Richard Chess, Aaron Weiss, Logan Russman, AJ Layher,
Derrick Stevens, Keegan Tomik, Knickel Sloan, Jose
Dominguez

Special Thanks to: Cody Lewis

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
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Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 2
bonus objectives are found in this adventure’s
Adventure Primer appendices, as follows:
“I lost some time once. It's always in the last
 Bonus Objective A: Pyre Liar. The players can
place you look for it. “ further investigate the burning of the bodies
-Neil Gaiman
outside of Glister to determine if there is a truth to
be found there? See Appendix 5.
Background  Bonus Objective B: Tinder Moment. Renny
Rol the Mad created the Plaguestone an aeon ago Tinderhobb is a small halfing ghost who has lost
at the Necroforge to destroy the kingdom of Thar. his kobold doll and cannot rest until it is found.
The stone did its job and soon the kingdom was Will the players be able to put this young spirit to
nothing more than a memory. Rol the Mad reigned rest? See Appendix 6.
over the region of darkness and death until a hero in
gilded armor came forth and deposed him. Alas, the Episode Sequence
hero could not destroy the artifact. So, he covered it
Depending on your time constraints, play style and
in lead and buried it deep under a mountain of
environment, this adventure will take approximately
copper. Soon the lands flourished, and people
two to four hours to play.
settled the region again. As the long ages have
passed, Rol the Mad has been forgotten along with
the knowledge of the Plaguestone. How Will You Play?
Standing alone on the hill is Mr. Wendell Bentris’s The duration of your session depends on how much
stately Coppertop Manor, a symbol to Glister’s of this adventure you utilize. At the very least, your
prosperous beginnings. The Bentris Copper Mine session will last approximately two hours. However,
was a major source of opportunity and income for if you wish, you can provide a longer experience for
Glister, until about 50 years ago when the mine went your players by pursuing the bonus objectives.
bust. Shortly after he discovered a strange green Main Objective Only. To complete the adventure’s
stone in his mine it went dry, and he and his family main objective, the characters participate in
disappeared. The manor has since fallen into Episodes 1 through 3 in order. However, you may
disrepair. His daughter Ginna has recently returned include the opportunity to pursue bonus objectives.
and rediscovered the Plaguestone artifact and has Bonus Objectives. You can extend this adventure
put it to nefarious use. by one or two hours by including opportunities for
the characters to pursue the bonus objectives.
These objectives branch off from Episodes 1, 2, or
Episodes 3 but their order is fluid—they set the scene for the
The adventure is spread over three episodes that final episode and may even have an impact on the
takes approximately two hours to play. events that transpire.
Episode 1: Hostel Hospice. The players arrive at
Glister and speak with the guards, the warrior Adventure Hooks
priests of Tempus, or Ginna, and her orderlies. They  Dying for Love. The characters have loved ones in
then will see Hobb. This will lead episode 2. the town that have come under the effects of the
Episode 2: Mansion Manners. The players plague. It is imperative that they solve the mystery
investigate the cemetery, talk to the groundskeepers quickly before they lose their loved ones.
and find clues here that lead to Coppertop Manor  Hobb in Need. Constable Hobb has put out a call
and the mysteries of episode 3. for adventurers to help his beleaguered deputies
Episode 3: Thang’ard You Made It. The party must in securing the cemetery and ending the theft of
expose the cult and stop the Plaguestone ritual. the dead.
 Sequestered. The warrior priests of Tempus have
Bonus Objectives locked themselves away in the House of Swords
This adventure includes two bonus objectives that and refuse to leave. The leaders of Hulburg have
the characters can pursue if they have additional asked that you discover why. Give the players
time to do so—earning additional advancement Player Handout 1.
and treasure checkpoints in the process. These

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 3
The Plague
The plague that has struck the town of Glister is not a normal disease, but instead it is a curse brought about by an evil ritual being
performed on an artifact known as the Plaguestone.
 Everyone in Glister and within 300 yards of the town gates will have been exposed to the curse.
 At every rest a character must succeed on a DC 10 Constitution saving throw or gain a level of exhaustion.
 After three successful saves a character gains immunity from the cursed disease and its progress stops, all current exhaustion levels
remain.
 While the ritual on the Plaguestone is in effect the levels of exhaustion cannot be reduced through a long rest.
 Once the ritual is stopped the curse will be lifted and the standard rules for exhaustion will resume.

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Episode Flowchart
This section provides a basic understanding of not only the flow of the episode, but also the outline of the different
paths that your players may take in reaching their stated objective.

1 A

Hostel Hospice Pyre Liar


(Call to Action) (Bonus Objective A)

Mansion Manners
(Story Objective A)

B 3

Tinder Moment Thang’ard You Made It


(Bonus Objective B) (Story Objective B)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 5
Episode 1: Hostel Hospice (Call to Action)
Estimated Duration: 30 minutes
and the funerary pyre behind a hill (Bonus
Call to Action Objective A). The ground is stirred up and muddy
The characters have found their way to the small due to the large amount of traffic. What isn’t mud
mining town of Glister at the base of the Galena being rocky makes it all difficult terrain.
Mountains. Once here they will have the following Sounds & Smells. Moans and cries echo down the
goals. valley. The sounds of suffering pervade the chilly air.
 The first objective of the adventure is to discover The smell of mud, death, human waste mix with the
evidence of who is stealing bodies from the distant scent of smoke.
cemetery.
 The second objective of the adventure is to Creatures/NPCs
infiltrate the cultist lair and stop the ritual that is Ginna (female half-elf Priest) is a middle aged half-
causing the plague on Glister. elven woman who looks exhausted. She has tawny,
brown hair and a sallow complexion. She seems to
Scene A. Hostile Hospice be working endlessly to help those afflicted. Ginna
has a pleasant disposition but is short with anyone
who asks too many questions, she is tired, busy and
The adventurers arrive to the small mining town of would rather not be bothered.
Glister to find that it is in a terrible state. The gates Objectives/Goals. Ginna is the one behind all the
are closed, and a series of medical tents are set up pain and sorrow. Her father Wendell Bentris
outside near the northern wall. destroyed her comfortable life when he uncovered
This part of the adventure allows players to visit any the Plaguestone over 50 years ago. After Ginna’s
of the locations in any order that they wish. When mother died, Wendell went mad, so she lost
the players get past the city gates, they are to arrive everything. She has since taken up with the
at the Constable’s office, unless they are going necromancer Thang’ard and his cult. Having
straight to the cemetery in which case move them on rediscovered the Plaguestone she is now using its
to Episode 2. At any time if the players suspect power to kill off the populace of Glister and send the
Ginna and return to the tent hospital she will be deceased to Thang’ard for his necromantic
gone; her orderlies do not know her location. ambitions.
What Does She Know? Ginna has about a dozen
Rounding a corner, noonday sun beating down over head, orderlies (cultists) to handle the load and at least 4
the road up the Galena foothills gives way to a fork towards times that number of patients. Ginna or her orderlies
the north where you can see a mighty fortress carved into will briefly talk with the party:
the hillside with the markings of Tempus upon its shuttered  The plague started two weeks ago. It seems to
doors. spread randomly and kills those afflicted in about
The main road continues to the west another 400 yards to a week.
the walled town of Glister. Its gates are closed, two weary  Victims of the plague get weaker and weaker
guardsmen standing before them. before they perish. Some people have survived.
Beyond the walls rises a mist covered hill upon which  Those that survive stay in their weakened state.
looms a lonely manor with a patinaed copper roof.  Just over two dozen people have died so far.
Directly to the right of the north end of the gate there is a  Up until three days ago the dead were sent to the
great deal of activity around the medical tents set up outside grave keeper Daeomer for interment.
the wall.  Three days ago, it was revealed that the graves of
You hear the wail of children and the cries of those the recently deceased had been disturbed and
afflicted. Something terrible has taken ahold. their bodies had gone missing.
 Constable Hobb has decided that burning the
bodies of the dead would be safer
Area Information  Pyres have been set up just south of the road out
This area features: of sight of the town behind a hillock.
Dimensions & Terrain. This area is comprised of
six large white medical tents in a muddy field, the
House of Swords north of town, the gates of Glister
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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 6
Scene B. Oh, Tempus where Creatures/NPCs
A pair of guards stand on either side of the gate to
art Thou? Glister. They look both tired and bored. Each of
The House of Swords is carved out of the hillside them has recovered from contact with the plague
down the road from Glister with its gates closed and and both suffer from one level of exhaustion.
shuttered. When the door is knocked upon or if the Objectives/Goals. The guards are to keep the
priests are called out, a peephole slot will open and a gates closed unless letting trade caravans through.
dwarf in a chainmail coif and Tempus tabard will No visitors are allowed for their own safety. Unless
look out. someone has official business, they will not let
anyone pass.
Area Information What Do They Know? They will not let anyone
This area features: pass unless it is for official business, or if Constable
Dimensions & Terrain. The gates are 40 ft. high Hobb is mentioned by name. They could also easily
with shuttered and locked doors. be persuaded with a bribe of 5gp to let the party
pass. Speaking with them reveals:
Creatures/NPCs  They have both recovered from the plague, but
Stalwart Galia (female dwarf Priest) throws open most have not been so lucky.
the shuttered peephole  They are still weak from the disease, but it is no
longer progressing for them.
“Er, what do ye want? ‘eve ben expectin’ na business wit’  It was last week when they had their bout with the
anyone. Move along if ye know whats gud fer ya!” plague.

Objectives/Goals. Galia is interested in protecting


the House of Swords from being overrun with the
plague. She is not fearful but stubborn in her goal. An
affliction like this cannot be bested with strength of
arms, so until the plague dissipates, the warrior
priests will remain sequestered.
What Does She Know? Stalwart Galia will answer
a few brief questions before closing the peephole for
good:
 They lost brother Hsu last week to the plague after
he went to town.
 Warlyon Sorrep Korial, the high priest of Tempus
will not reopen the House of Swords until the
plague has passed.
 They are few in numbers and cannot risk losing
any more members.
 Talk to Constable Hobb, he is looking for
adventurers to end this plague.

Scene C. Gated Logic


The mining town of Glister is nestled between two
mountains with a short length of 40 ft. high wall
running between them separating the town from the
valley below. The muddy/rocky road ends at a gate
house with a pair of guards posted in front.

Area Information
This area features:
Dimensions & Terrain. The 30 ft. wide gates are
closed. The 40 ft. walls are not manned.
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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 7
Scene D. Hobb’s Bet died there two years ago. He will arrest anyone
entering it without permission if they are caught.
Once the players make it past the gates and into Hobb is looking for help to investigate the
Glister, they may wish to visit the head of law cemetery and find out where the bodies have gone
enforcement, Constable Denny Tinderhobb. In later from the disturbed graves.
episodes the players will most likely return to talk to What Does He Know? Hobb will take time to
Hobb again. answer any questions the players might have:

As you stroll through Glister, every building seems to be shut  The plague started about two weeks ago, with no
obvious patient zero.
tight. The small wooden building that houses the
 Reports of plague victims being exhumed and then
constabulary, the only one that even looks to have a soul in
stolen came to him only three days ago from his
it, can be described as rustic at best.
deputies.
As you enter, the spotlessly unadorned walls are in stark
 He doesn’t trust the grave keeper Daeomer as he
contrast to the cluttered and overflowing desk of the obviously has covered up the theft of the bodies.
constable.  Hobb ordered the bodies to be burned rather than
Wearing a large plumed hat, pipe hanging from his mouth, interred to prevent the thefts and protect the
his unshod feet resting upon a pile of papers on his desk, the populace.
two ft. nine Hobb is hardly imposing. Yet when he finally  Coppertop Manor, the manor overlooking the
stands, and straightens himself to face you, it is understood town, is off limits in the investigation.
that he means business.  Bring him any evidence that is found.
 If asked about Copptertop Manor he lets the party
know that it was once the Bentris family home. Mr.
Area Information Wendell Bentris owned a copper mine and was
This area features: very influential in early days of Glister. Wendell,
Dimensions & Terrain. The 30ft. x 30ft. wooden his wife and daughter disappeared, and the mine
building that houses the constabulary also has six was abandoned 50 years ago.
5ft. x 5ft. cells to detain prisoners. They are seldom  A successful DC 15 Charisma (Persuasion) check
used and currently empty. can convince Hobb to allow the party to explore
Coppertop Manor. This check is made with
Creatures/NPCs advantage if they have brought him any evidence
Constable Denny Tinderhobb (male stout halfling that leads there. i.e. the cultist medallion and
veteran) and his 4 healthy deputies (scouts) Taak’s testimony.
manage the law in the town. There are 4 other  Hobb will not recognize the symbol on the
deputies who are not at their posts, as they have medallion when it is brought to him, but suspects
fallen ill. When the need arises Hobb will that Deaomer is involved.
supplement his deputies with ranks from the town  With a DC 20 Charisma check, he will reveal that
guard (guards) but only with permission from the the death of his son at Coppertop Manor is the
town council. reason for restriction on entering the manor.
Objectives/Goals. Denny Tinderhobb, hates being  Once the secret of his son’s death is revealed, he
called Hobb, though everyone calls him Hobb. He is will add that Daeomer had a chance to stop Renny
gruff and down to earth, wears a hat and smokes a from entering the manor but didn’t.
pipe. He may grumble a lot, but he just wants to do
right by everyone.
He has deemed Coppertop Manor off-limits
because it's decrepit and dangerous, his young son

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 8
Episode 2: Mansion Manners (Story Objective A)
Estimated Duration: 45 minutes

Setting Description
The adventurers arrive at the graveyard to
investigate. They meet the unique grave keeper, Creatures/NPCs
Daeomer, and his helpers, Gremin and Taak. What The two young men, Gremin and Taak, (male half orc
they find there will lead them to explore the house and male half elf commoners) are the greens
up on the hill, to delve into its secrets. keepers and assistants to Daeomer (male human
Champion), the grave keeper of Glister.
Objectives/Goals. Gremin and Taak are the best of
As the late afternoon sun edges towards the peaks to the
friends, they love a hardy tussle, a crude joke and
West, long shadows gather among the grass between the
good drink. At night, when the mood strikes them,
tombstones. You climb a steep bank to the flattened area of they sneak up to Coppertop Manor to a secret hollow
the hillock that is the graveyard of Glister. Across the yard to beneath the willow tree to enjoy libations. Gremin,
the East is a small windowless shack. the half-orc, is mostly quiet and reserved, with a
Further up the hill to the north is a lone manor house with steel will that won’t crack under pressure. This is in
boarded up windows and a patinaed roof, mist clinging to the stark contrast to Taak, who generally feels guilty
hilltop around it. most of the time, and will fold like a greeting card
Traversing the stones and tombs you come upon two young with the slightest confrontation.
men playfully arguing beneath a lone tree, shovels lay at their What Do They Know? If questioned about
feet. They stop and turn to look at you as you approach. Daeomer, Taak will immediately point to the shack.
Further questioning will only result in grunts from
Gremin, but Taak will spill any of the following:
Prerequisites
The players will arrive from Episode 1 scene A. or  The most recently dug graves started being
disturbed two weeks ago, as soon as the plague
after talking to Constable Hobb in Episode 1 scene
started.
D. in addition Bonus Objective A. also leads directly
to here.  Daeomer didn’t want Hobb to find out the graves
have been disturbed and had Gremin and Taak fill
the graves back in.
Area Information
 One grave was disturbed just last night. Taak will
The graveyard rests on the side of a hill topped by
show them which one it is.
the titular Coppertop Manor.
 Some nights they sneak up to Coppertop Manor,
Dimensions & Terrain. The graveyard is flat and
there is a secret spot they spend time at.
covered in soft grass. The hillside itself is difficult
terrain due to its pitch. When searching the area of the recently disturbed
Lighting. There is cool mist that hangs around the grave, a successful DC 15 Wisdom (Perception)
top of the hill making the area lightly obscured. check will discover a copper medallion with a
Smell. The smell of freshly turned dirt hangs in the strange symbol on it, in the dirt next to the open and
air with a hint of decay. empty grave. See Player Handout 2.
The Symbol.
Objectives If asked about the symbol on the medallion, Daeomer has
The characters need to investigate the disturbed never seen the symbol, but Taak shows some recognition.
graves and discover evidence of who or what might On a successful DC 8 Charisma (Persuasion or Intimidation)
have caused the disturbances. check Taak tells the party that he saw that symbol at
Coppertop Manor. See Episode 2 scene C. A separate DC 15
Scene A. Fraternal Truths Charisma (Persuasion or Intimidation) check can convince
him to accompany the party and show them where it is. A
When the party approaches, the half-orc Gremin, will successful DC 20 Charisma (Persuasion or Intimidation) check
step forward and ask what they are doing. will sway Gremin to go as well.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 9
Scene B. A Friend of Death  About two months ago he noticed strange lights
up at the abandoned manor
 When asked about the manor, he will say that it
The off-kilter door to this small grey shack wobbles as you
was once the Bentris family home. Mr. Wendell
rap upon it. The echo of each knock gives you the sense that Bentris was a human who owned a copper mine
a much larger space is contained within. and was very influential in early days of Glister.
After several minutes you hear an elderly man cursing. Wendell, his elven wife, and his daughter
Minutes pass before you hear the locks and chains being disappeared 50 years ago after the mine dried up.
released. The door opens just a crack.  The Bentris Manor was once a beautiful place. The
shining copper roof was edged with elvish filigree
Shocks of stark white hair match the pale skin of the wrinkled of the wife’s homeland.
and dour looking grave keeper. He shields his eyes as he
Covering Up
looks you up and down.
Daeomer will not admit to covering up the missing bodies
without a successful DC 15 Charisma (Persuasion) check.
Peering past him you see that the dirt floor is dug up in the Once that is discovered he will reveal.
center of this spartan shack. A ladder leads into the darkness
below.
 He was hiding the fact that graves had been
disturbed because he is responsible for the
Giving a little hiss the man croaks “The sun, it hurts. What do
cemetery yard and takes his job seriously. It’s all
you want with old Daeomer? Come back when it isn’t so
he has left and doesn’t want to be seen in a poor
bright?” light.
 Graves started being disturbed two weeks ago as
Creatures/NPCs soon as the plague started, but before any deaths
Daeomer (male human Champion) will not invite from it.
the players inside his abode. Pushing the players  The latest grave to be disturbed was last night.
back with surprising strength and locking the door Taak and Gremin were supposed to fill it in today,
until time has passed. He is only willing to talk to the they haven’t.
players once the sun has gone past the mountains,  Daeomer will take them to the disturbed grave,
about 15 minutes from when they arrive. then spouts curses about how lazy and useless
Objectives/Goals. Daeomer is a slow, yet feisty Gremin and Taak are when he finds it has yet to be
gentleman that has seen at least 8 decades. He lives filled in,
in the shack at the end of the cemetery, which looks If the players haven’t already found it a successful
more like a tomb than a home. His bedchambers are DC 15 Wisdom (Perception) check at disadvantage
beneath the shack, six-foot underground. His eyes due to the dim light will find the medallion in Player
are very sensitive to the sunlight, so he stays inside Handout 2. Otherwise Daeomer finds it and shows it
when the sun is high overhead. He will not speak of to the players.
his past, but he is a retired adventurer and is Daeomer will insist that the players fill the open
unnaturally strong. All of this should make him seem grave back in and keep it secret from Hobb. “it ain’t
at least ambiguously human. Even though he looks none of his business” If the players refuse, or hesitate
frail and walks slowly, he is tough as nails and won’t in the least, Daeomer will start doing it himself.
take any gruff off anyone.
What Does He Know? Once dusk has taken hold, Evidence.
Daeomer will be more willing to speak to the party: The players may wish to go back to Constable Hobb at this
juncture. They can present Taak as a witness and/or the
 Has worked there for 50 years medallion as evidence that more is going on at Coppertop
 He doesn’t trust Hobb, since that accident Manor.
involving his boy. Hobb let his young son wander
up into that abandoned manor, where he got
himself killed. Treasure & Rewards
 He once travelled quite a bit but will not elaborate. The medallion displayed in Player Handout 2 is six
inches in diameter made of bronze and copper.
 His shack is where he lives now, yes underground,
it’s cool in the summer and warm in the winter, no
it’s not weird.
 Monetary Treasure. The cultist medallion is an
art object that can be purchased for 10gp if a
player wishes to keep it.
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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 10
Scene C. Willow Find a Way
The abandoned manor rises from the perpetual mist that What Do They Know? Neither of the young men
clings to the hilltop. A small path splits off towards a dead know anything about the cult or what the symbol
means, they only recognize it from the secret door in
willow tree, which sorrowfully stands watch over the front
the hollow under the tree. If the players are
door. As you approach, you notice that the doors and
searching the grounds without the help of Taak or
windows are boarded up. Gremin, they will need to succeed on a successful DC
15 Intelligence (Investigation) or Wisdom
A search of the grounds around the willow tree may (Perception) check, at disadvantage due to the mist
reveal the hidden entrance bearing the marking in order to find a secret entrance into the cultist lair.
from the medallion found with the cultist. Once inside see Episode 3. Scene A. Storage
Wards.
Area Information
The grounds of the abandoned Bentris manor,
known as Coppertop, are as follows: Breaking and Entering
Dimensions & Terrain. The hill is difficult terrain The party will need to have attained permission from
and the mist will partially obscure the ground. Make Constable Hobb to explore the manor and its grounds or they
any search below waist level at disadvantage. The will be breaking and entering. See Story award: B&E
manor is boarded up tight.
Lighting. There is cool mist that hangs around the
top of the hill making the area lightly obscured. Such
that whether by the full moon or midday sun, the
area will only ever be considered dimly lit.

Creatures/NPCs
If Gremin or Taak is accompanying the players, they
will point out the secret entrance under the willow
tree. The hollow under the tree is littered with
empty drinking vessels, with fresh tracks in the dirt
leading to a wall with a symbol that matches the
medallion, if the players have found it.
Objectives/Goals. Taak feels guilty about
sneaking up here when it was not allowed. He is
afraid of getting in trouble with Hobb. Gremin
doesn’t want to give up his nice secluded spot, but if
he has been convinced already to show the party,
then he understands the greater threat is from those
who have been using the secret entrance.
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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 11
Scene D. Pry the Door Scene E. Secret Symbol
Once the party reaches the main entrance of the While searching in the basement, the party will
manor, they can remove the boards from the front discover a trap door with the same marking as the
door or try to find another way in. medallion from Player Handout 2.
 Passive Perception of 10 or higher notice that the
As you turn the corner, you see a 3ft diameter copper plate
boards on the doors and windows are very
recently done. set into the floor. It bears an odd symbol on its face that
 Passive Perception of 15 or higher notice that the matches the medallion you found earlier. A slot is notched
boards on the second floor are a couple years into the floor in front of the plate.
older and skip many locations.
 A successful DC 10 Strength (Athletics) check is Sliding the medallion into the slot will cause the
needed to remove the boarding, at advantage if a copper plate to drop down and slide over revealing a
crowbar is used. Once inside see Scene E. Secret passage with ladder leading down into darkness. See
Symbol below. Episode 3. Scene A. Storage Wards.
 If doing Bonus Objective B. then a successful DC
12 Strength (Athletics) check is required to climb
to the second floor window. Once inside see
Bonus Objective B. Scene A. Tinder Moment.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
This episode is primarily social, Searching the cemetery carefully Gremin and Taak have a special
but if you have time and the and succeeding on a DC 15 relationship, but not a great
players are anxious for a fight Wisdom (Perception) check at work ethic. Lately they have
introduce Scene B. Rise, from disadvantage due to the lightly been given the task of filling in
Bonus Objective A. once it has obscuring mists, will discover the empty graves, which leave them
gotten dark at the cemetery. afore mentioned medallion even lots of time on their hands. If
The rest of episode is primarily without Deaomer or his pressed, Gremin will get
exploration but if you have time assistants help. defensive, but Taak will act
and you are planning on doing If the players are more nervous and be willing to tell the
Bonus Objective B. Scene B. interested in Deaomer’s players anything with the
Piles of Excitement. The combat windowless shack it is locked (DC slightest provocation DC 8 for
with the rat swarms follows once 25). If they manage to sneak Taak and DC 20 for Gremin.
they party enters the front door. inside they will find that is bare It is possible to have captured
bones with a hole dug into the a cultist during one of the bonus
earth and a ladder descending objective encounters. If brought
into the darkness to his bed to the house, they might show
chambers. He sleeps in a crypt the party the secret entrance
type of room with an open with a successful DC 20 Charisma
sarcophagus lined with furs. The (Persuasion or Intimidation)
entire place is dimly lit with check. If the check is not
candles. successful, the cultist may send
the players upstairs to deal with
Renny, see Bonus Objective B
Scene A. Tinder Moment.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 12
Episode 3: Thang’ard You Made It (Story Objective B)
Estimated Duration: 45 minutes

Setting Description
The party has reached the lair of the cult of Objectives/Goals. The Zombies have been
Thang’ard which are performing the ritual on the animated by the cult to protect the inner sanctum
Plaguestone that is causing the sickness in Glister. and their merchandise (bodies)
What Do They Know? Brains….
Prerequisites Anyone inspecting the tags will find that these
The players will be arriving from either Episode 2. bodies are to be shipped to Thang’ard, somewhere in
Scene C. or E. or from Bonus Objective B Scene A. Thar. See Player Handout 3.
 A successful DC 15 Intelligence (History) check
Area Information will recall that Thar was once ruled by an evil
This area features: necromancer.
Dimensions & Terrain. The hallways are 10 ft.  DC 18 Intelligence (History) check will further
wide, worked stone 12 ft. in height. The doors are recall that the necromancer was named Rol the
solid oak, bound in iron, and locked, requiring a DC Mad.
12 Dexterity (Thieves’ tools) or a DC 10 Strength  Passing with a DC 20 Intelligence (History) check
(Athletics) check to open. will also recall that Roll the Mad destroyed the
Lighting. The area is brightly lit with torches previous kingdom with a plague from an artifact.
ensconced every 20 ft.
Adjusting the Scene
Objectives Here are some suggestions for adjusting this scene, according
The party must infiltrate the cultist lair and stop the to your group.
ritual being performed on the Plaguestone.  Very Weak: Remove one ghoul and two zombies.
 Weak: Remove two zombies.
Scene A. Storage Wards  Strong: Remove three zombies add one cult fanatic.
 Very Strong: Add two cult fanatics.
The players find a storage area with stacks of bodies
all tagged for shipment.
Treasure & Rewards
A hobgoblin zombie is wearing a pair of red gloves
Stepping into this passage your senses are assailed by the
constructed of articulated boiled leather, The
stench of death. Bodies in various stages of decay are stacked
Gloves of Chakalakhan.
high like cord wood along the walls. At least two dozen in The locked cabinet contains 7 cultist robes and 2
number all tagged and labeled as if for shipment. bone skull masks.
There is a door one the other side of the room and a cabinet
along the eastern wall.  Monetary Treasure. Bone skull masks are art
objects that can be purchased for 5gp each if a
player wishes to keep one.
Preserved  Magic Item. Gloves of Swimming and Climbing
Most of the bodies have been preserved with a gentle repose
spell. Detect magic will show an aura of necromancy. The rest
The War Gear of Chakalakhan
are animated zombies and will also show a strong aura of
necromancy. The war gear of Chakalakhan, gloves, boots and mask, are
fabled items that once belonged to the great Hobgoblin
Warchief Chakalakhan. Goblinoids will tend to recognize the
Creatures/NPCs authority of the wielder of these items.
While investigating, the party is surprised when
four zombies and a ghoul animate and attack!

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 13
Scene B. Cult Cutters
The players move deeper into the cult sanctum and
encounter some cultist that are distracted with a
game of cards.

Entering this chamber, you see robed figures sitting around


table, cards scattered about it. They startle and jump when
they see you, drawing wicked curved blades.

Creatures/NPCs
The players encounter two skull masked cult
fanatics and two cowled cultists.
Objectives/Goals. Two of them will try to cut and
run to warn their leader at the inner sanctum.
What Do They Know? The cultists want to warn
their leader of the intruders.
 If captured they can be coerced, DC 15 Charisma
(Intimidation) check, to tell the players about the
Plaguestone ritual.
 A DC 20 Charisma (Intimidation) check will reveal
that they have been collecting the dead in order to
ship them to Thang’ard in the wastes of Thar.
Adjusting the Scene
Here are some suggestions for adjusting this scene, according
to your group.
 Very Weak: Remove two cult fanatics add three cultists.
 Weak: Remove one cult fanatic and one cultist.
 Strong: Add two cultists.
 Very Strong: Remove two cultists add two cult fanatics.

Treasure & Rewards


The cult fanatics wear bone skull masks
 Monetary Treasure. Bone skull masks are art
objects that can be purchased for 5gp each if a
player wishes to keep one.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
The zombie wearing the magic The cabinet containing the It is possible to infiltrate the
gloves can climb the walls, make cultist robes and masks is cult itself by convincing one of
that weird and fun! locked DC 15 Dexterity the cult fanatics that you are
The cultists are not as into all (Thieves’ tools) or a DC 15 there to join. DC 20 Charisma
of this as the cult fanatics. The Strength (Athletics) check to (Deception) check to trick them
cultists will surrender or run open.
away if dropped to half their hit
points. Cult fanatics will fight to
the death.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 14
Scene C. Inner Sanctum
The players come upon the ritual being performed
upon the Plaguestone. Creatures/NPCs
The leader, a Priest, is flanked by four masked cult
A greenish mist spills out into the hall as you open the door fanatics, plus the others that came to warn the
to this cold stone chamber. A group of cultists chant around a leader from the previous room.
bloody plinth. Upon the plinth is chained a tablet of greenish-
Objectives/Goals. The leader, who appears to be
female, is wearing an ivory skull mask, and is
blue stone, covered in bright red flecks, like coughed up
protected by the sanctuary spell (DC 16) which is
blood. At the back of the room a set of stone steps rise up
being projected from the Plaguestone. When her
from the mist to a dais where a masked and robed figure guards are taken out she will try to escape through a
sways chanting in unison with the cultists. secret passage behind her that leads up to the first
Thang’ard, issuk kossuk, Thang’ard issuk kossuk, thangard floor behind the stairs.
issuk kossuk, THANG’ARD ISSUK KOSSUK! What Do They Know? The cult leader is Gina, the
nurse from the tent hospital at the start of the
adventure. She leads the Thang’ard Cult in
The Plaguestone performing this ritual each night to spread the
Created by Rol the Mad an aeon ago, it is an evil artifact plague throughout the town of Glister. The cultists
that cannot be easily destroyed. Encasing it in lead kept it then collect any dead from the infirmary or from the
dormant for ages, but when Wendel Bentris found it in his fake pyre to ship out to Thang’ard in Thar.
copper mine 50 years ago he scraped the lead from the front
half and its power quickly took the life of his wife. Driven Adjusting the Scene
mad, he abandoned his position in town and left his young
Here are some suggestions for adjusting this scene, according
daughter to fend for herself. After the stone had taken its toll
to your group.
on his family, he re-encased it in lead and buried it back in
the copper mine where he found it. In his ensuing madness  Very Weak: Replace the four cult fanatics with four
he took his own life, leaving Ginna an orphaned half-elf no cultists.
one would take in. At the age of ten Ginna wandered off into  Weak: Replace two cult fanatics with two cultists.
Thar alone, returning to Glister as a disciple of Thang’ard to  Strong: Add one acolyte.
rediscover the stone and bring about her revenge on the  Very Strong: Add two acolytes.
town that abandoned her.
The stone is a tablet of greenish-blue stone flecked in red. Once the ritual is ended, the green mist will dissipate
Its surface is as smooth as soapstone, glistening as if it is wet, and those that had been afflicted by the plague can
but dry and cool to the touch. The Plaguestone is about 2 ft. recover from any levels of exhaustion normally.
by 3 ft. weighing 26 lbs. If the party defeated the entire cult in the sanctum,
Although the stone is indestructible, it appears that the unmasking the leader reveals that it is the nurse
lower left corner is broken off and missing. The back portion Ginna!
that is lying on the plinth is still covered in lead.
 While at least one cultist is chanting, the Plaguestone puts Treasure & Rewards
out waves of exhaustion. The Plaguestone can be hauled out and handed over
 On initiative count 20 anyone within 30 ft. of the to the local authorities, Hobb and his deputies. The
Plaguestone must succeed on a DC 10 Constitution saving leader Ginna wears an Ivory Skull Mask. The cult
throw or gain a level of exhaustion. fanatics wear bone skull masks.
 After three successful saves a person gains immunity from
the curse and its plague progress stops.  Monetary Treasure. Bone skull masks are art
 All current levels of exhaustion remain until the ritual is objects that can be purchased for 5gp each and the
ended. At which time they can be recovered as normal. Ivory Skull Mask in an art object that can be
 Silencing the chanting stops the waves of exhaustion from purchased for 100gp if a player wishes to keep
being emanated. them.
 Removing the stone from the bloody plinth will end the  Special Rewards. The Plaguestone is a story
ritual and release Glister from this plague. object that persists while in the Plaguestone
 The Plaguestone is chained to the plinth. DC 15 Dexterity trilogy. For this part of the trilogy, it will be turned
check with Thieves’ tools to unlock or DC 15 Strength over to the authorities i.e. Hobb.
(Athletics) check to break the chains.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 15
Scene D. Consternations of the Constable
If the cult leader escapes up the secret staircase, she
will encounter Constable Hobb and his deputies,
who will arrest her along with anyone else who is on
premises illegally by not gaining prior authorization
to be there. See story award B&E

Creatures/NPCs
Constable Hobb, a veteran and his four healthy
deputies, scouts arrive with four guards.
Objectives/Goals. They have been called to the
manor by the sounds of combat and will arrest
anyone who is on the premises without prior
permission. The players included. All will be
manacled.
What Do They Know? Once everyone is manacled,
Hobb will unmask the cult leader revealing that it is
the nurse Ginna!
If the party never followed Ginna up the stairs or defeated
her before she could escape, then Hobb and his deputies will
be waiting for them outside of the manor and arrest them for
breaking and entering if they had not already gained prior
authorization to be on the premises. See story award B&E

Treasure & Rewards


Denny Tinderhobb will either confiscate the
Plaguestone or accept it from the players. He may
wish to reward them for their service if they have
not broken any laws.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
The cultists are not as into all of It is possible to sneak into the It is possible to infiltrate the cult
this as the cult fanatics. The inner sanctum with the party itself by convincing one of the
cultists will surrender or run disguising themselves as cultists, cult fanatics that you are there
away if dropped to half their hit once they gather enough to join. DC 20 Charisma
points. Cult fanatics will fight to garments. There is also a secret (Deception) check to trick them
the death. Hobb and his entrance to the inner sanctum
deputies will use force if from the first floor. It requires a
necessary. DC 25 Intelligence (Investigation)
check to discover from upstairs.
From the inner sanctum the door
can be noticed with a DC 15
Wisdom (Perception) check.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 16
Wrap-up: Concluding the Adventure
Hobb and his deputies have confiscated the
Plaguestone for further study by the elders and
seers.
The plague has ended, and Glister will again see
the light. It will take time for the people and
commerce to recover. A recent influx of unlikely
refugees from Thar is supplying the town with a
needed boost in eager workers, be they goblin or
not.

Players who spoke with the warrior priests at the


House of Swords may wish to return there to ensure
them that it is safe to leave their secluded fortress.
From the information gathered by the players it
has been discovered that the exhumed bodies were
being sent to a location deep in Thar for some
nefarious reason. The authorities will need to
investigate further. Their only clue is the name
Thang'ard.

The story will continue in part two…

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 17
Adventure Rewards
At the end of the session, the characters each receive
rewards based upon their accomplishments. These
rewards include advancement and treasure, and Tinder Hearts. You have put the ghost of Renny
may include player rewards—magic item unlocks, Tinderhobb to rest by reuniting him and his kobold
story awards, or new downtime activities, as follows: doll. More information can be found in Appendix
12.
Advancement and Treasure
Checkpoints Dungeon Master Rewards
The characters receive 1 advancement checkpoint In exchange for running this adventure, you earn
and 1 treasure checkpoint for each story objective advancement and treasure checkpoints and
that they complete, as follows: downtime as though you played the adventure, but
none of the adventure’s player rewards.
 Story Objective A: Obtain evidence of whois However, this adventure may qualify for rewards
responsible for disturbing the graves. earned by completing DM Quests. See the ALDMG
 Story Objective B: Stop the ritual on the (Adventurers League Dungeon Master’s Guide) for
Plaguestone more information about DM Quests.
The characters receive 1 advancement checkpoint
and 1 treasure checkpoint for each bonus objective
that they complete, as follows:
 Bonus Objective A: Discover what is happing at
the Pyre and witness the cultists at the cemetery.
 Bonus Objective B: Help Renny Tinderhobb pass
on.

Player Rewards
The characters earn the following player rewards for
completing the adventure:

Magic Item Unlock


Characters completing the adventure unlock:
Gloves of Climbing and Swimming. The rust
colored Gloves of Chakalakhan are constructed of
articulated boiled leather. While wearing these
when you strike an enemy you hear faint fragments
of the ancient battle song of the great hobgoblin war
chief Chakalakhan.
This item can be found in Appendix 13.

Story Awards
Characters playing the adventure may earn:
B&E. You entered the Manor without securing
permission from Constable Hobb and have been
arrested for breaking and entering.
More information can be found in Appendix 11.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 18
Appendix 1: Locations & NPCs
The following NPCs and locations feature Flaw: Willing to destroy her family home and
prominently in this adventure. namesake for her new master.
 Glister (GLI-ster). A small mining town settled by  Gremin and Taak (grem-IN; TALK). A couple of
humans between Thar and the Galena mountains. sturdy young lads. Gremin is a quiet and stoic
It currently the in the grips of a terrible plague. half-orc. The half-elf Taak on the other hand has a
Personality: Steadfast and determined to make it conscience and can’t keep a secret.
despite its many recent setbacks. Personality: Gremin is tight lipped and only really
Ideal: Fare trade and honest work for all races interested in having a good time. Taak is much
Bond: The hills and mines beneath them are ours more conscientious and can’t keep a secret.
to protect and profit from. Ideal: Gremin’s ideal is to make enough money so
Flaw: Goblins and miners are at about the same that he can leave Glister and see the wider world.
regard in the eyes of the town’s elites. Taak wishes for more time in the sun and under
the willow tree.
 Constable Hobb (tin-der-HOB). A halfling named
Bond: The young men are fiercely loyal to each
Denny Tinderhobb is the law in the town of
other even though Taak tends to spill the beans
Glister. He has made the haunted manor off limits
and get them into trouble.
due to a personal tragedy that took place there.
Flaw: Gremin always has his eyes on the future
Personality: Determined to do the best that he can and Taak is stuck in the moment and reliving the
with what he has. past.
Ideal: To do his very best for everyone and to treat
them fairly by the law.
Bond: His dead son Renny Tinderhobb. He wishes
only that his boy’s spirit could pass on.
Flaw: He remembers every slight against him and
when he takes a dislike to you it sticks.
 Daeomer (DAY-ohm-er). An 80-year-old “human”
who is the tough as nails grave keeper. Former
adventurer but won’t speak of it.
Personality: Stubborn as a mule and tougher than
two.
Ideal: To be left the heck alone, a little respect
wouldn’t hurt neither.
Bond: Dedicated to keeping the graveyard in tip
top shape.
Flaw: Doesn’t like to be seen as weak or feeble or
unable to perform his duties.
 Ginna (JEAN-ah). Half-elf female of middle age,
she is a nurse with a sweet disposition. She has a
deeper connection to the old ruins of Coppertop,
as the daughter of the former head of the house
before it fell into ruins. She is secretly the cult
leader and has been collecting bodies to sell to the
necromancer Thang’ard.
Personality: Vengeful and conniving, a master
deceiver with kind eyes and a warm smile.
Ideal: To destroy the town of Glister and gain the
favor of her new master Thang’ard.
Bond: She is completely loyal to Thang’ard’s goals.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 19
Appendix 2: Creature Statistics
Second Wind (Recharges after a Short or Long Rest).
Acolyte As a bonus action, the champion can regain 20 hit
Medium humanoid (any race), any alignment points.
Armor Class 10 Actions
Hit Points 9 (2d8)
Speed 30 ft. Multiattack. The champion makes three attacks with
its greatsword or its shortbow.
STR DEX CON INT WIS CHA Greatsword. Melee Weapon Attack: +9 to hit, reach 5
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7
(2d6) slashing damage if the champion has more than
Skills Medicine +4, Religion +2 half of its total hit points remaining.
Senses passive Perception 12 Shortbow. Ranged Weapon Attack: +6 to hit, range
Languages any one language (usually Common) 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage,
Challenge 1/4 (50 XP) plus 7 (2d6) piercing damage if the champion has more
than half of its total hit points remaining.
Spellcasting. The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). The acolyte has following cleric
spells prepared: Commoner
Cantrips (at will): light, sacred flame, thaumaturgy Medium humanoid (any race), any alignment
1st level (3 slots): bless, cure wounds, sanctuary Armor Class 10
Hit Points 4 (1d8)
Actions Speed 30 ft.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage. STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Champion Languages any one language (usually Common)
Medium humanoid (any race), any alignment Challenge 0 (10 XP)

Armor Class 18 (plate) Actions


Hit Points 143 (22d8+44)
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Speed 30 ft.
target. Hit: 2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Skills Athletics +9, Intimidation +5, Perception +6


Senses passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)

Indomitable (2/Day). The champion rerolls a failed


saving throw.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 20
Dark Devotion. The cultist has advantage on saving
throws against being charmed or frightened.
Cult Fanatic Actions
Medium humanoid (any race), any non-good alignment
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Armor Class 13 (leather armor) one creature. Hit: 4 (1d6+1) slashing damage.
Hit Points 33 (6d8+6)
Speed 30 ft.

STR DEX CON INT WIS CHA Ghoul


11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Medium undead, chaotic evil

Skills Deception +4, Persuasion +4, Religion +2 Armor Class 12


Senses passive Perception 11 Hit Points 22 (5d8)
Languages any one language (usually Common) Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Dark Devotion. The fanatic has advantage on saving
throws against being charmed or frightened.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Spellcasting. The fanatic is a 4th-level spellcaster. Its
Senses Darkvision 60 ft., Passive Perception 10
spell casting ability is Wisdom (spell save DC 11, +3 to
Languages Common
hit with spell attacks). The fanatic has the following
Challenge 1 (200 XP)
cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy Actions
1st level (4 slots): command, inflict wounds, shield of Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
faith creature. Hit: 9 (2d6 + 2) piercing damage.
2nd level (3 slots): hold person, spiritual weapon
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 7 (2d4 + 2) slashing damage. If the target is
Multiattack. The fanatic makes two melee attacks. a creature other than an elf or undead, it must succeed
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or on a DC 10 Constitution saving throw or
range 20/60 ft., one target. Hit: 4 (1d4+2) piercing be paralyzed for 1 minute. The target can repeat the
damage. saving throw at the end of each of its turns, ending the
effect on itself on a success.

Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Skills Deception +2, Religion +2


Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 21
Ghost with a greater restoration spell, but only within 24
hours of it occurring.
Medium undead (any race), any alignment
Armor Class 11 Possession (Recharge 6). One humanoid that the ghost
Hit Points 45 (10d8) can see within 5 ft. of it must succeed on a DC 13
Speed 0ft., fly 40ft. (hover) Charisma saving throw or be possessed by the ghost;
the ghost then disappears, and the target is
STR DEX CON INT WIS CHA incapacitated and loses control of its body. The ghost
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) now controls the body but doesn't deprive the target
of awareness. The ghost can't be targeted by any
Damage Resistances acid; fire; lightning; thunder; attack, spell, or other effect, except ones that turn
bludgeoning, piercing and slashing from nonmagical undead, and it retains its alignment, Intelligence,
attacks Wisdom, Charisma, and immunity to being charmed
Damage Immunities cold, necrotic, poison and frightened. It otherwise uses the possessed
Condition Immunities charmed, exhaustion, target's statistics, but doesn't gain access to the
frightened, grappled, paralyzed, petrified, poisoned, target's knowledge, class features, or proficiencies.
prone, restrained The possession lasts until the body drops to 0 hit
Senses darkvision 60 ft., passive Perception 11 points, the ghost ends it as a bonus action, or the ghost
Languages any languages it knew in life is turned or forced out by an effect like the dispel evil
Challenge 4 (1,100 XP) and good spell. When the possession ends, the ghost
reappears in an unoccupied space within 5 ft. of the
Ethereal Sight. The ghost can see 60 ft. into the body. The target is immune to this ghost's Possession
Ethereal Plane when it is on the Material Plane, and for 24 hours after succeeding on the saving throw or
vice versa. after the possession ends.

Incorporeal Movement. The ghost can move through Guard


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn Medium humanoid (any race), any alignment
inside an object. Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Actions Speed 30 ft.
Withering Touch. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic STR DEX CON INT WIS CHA
damage. 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Etherealness. The ghost enters the Ethereal Plane from Skills Perception +2
the Material Plane, or vice versa. It is visible on the Senses passive Perception 12
Material Plane while it is in the Border Ethereal, and Languages any one language (usually Common)
vice versa, yet it can't affect or be affected by anything Challenge 1/8 (25 XP)
on the other plane.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit,
Horrifying Visage. Each non-undead creature within 60
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
ft. of the ghost that can see it must succeed on a DC 13
1) piercing damage.
Wisdom saving throw or be frightened for 1 minute. If
the save fails by 5 or more, the target also ages 1d4 ×
10 years. A frightened target can repeat the saving
throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a target's
saving throw is successful or the effect ends for it, the
target is immune to this ghost's Horrifying Visage for
the next 24 hours. The aging effect can be reversed

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 22
Priest Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt) Keen Hearing and Sight. The scout has advantage on
Hit Points 27 (5d8 + 5) Wisdom (Perception) checks that rely on hearing or
Speed 25 ft. sight.

STR DEX CON INT WIS CHA Actions


10 (+0) 10 (+0) 12 (+1) 13 (+0) 16 (+3) 13 (+1) Multiattack. The scout makes two melee attacks or
two ranged attacks.
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13 Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Languages any two languages ft., one target. Hit: 5 (1d6+2) piercing damage.
Challenge 2 (450 XP)
Longbow. Ranged Weapon Attack: +4 to hit, ranged
Divine Eminence. As a bonus action, the priest can 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
expend a spell slot to cause its melee weapon attacks
to magically deal an extra 10 (3d6) radiant damage to a
target on a hit. This benefit lasts until the end of the
turn. If the priest expends a spell slot of 2nd level or Swarm of Insects (Beetles)
higher, the extra damage increases by 1d6 for each Medium swarm of Tiny beasts, unaligned
level above 1st.
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Spellcasting. The priest is a 5th-level spellcaster. Its
Speed 20ft., burrow 5ft., climb 20ft.
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The priest has the following STR DEX CON INT WIS CHA
cleric spells prepared: 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Cantrips (at will): light, sacred flame, thaumaturgy Damage Resistances bludgeoning, piercing, slashing
1st level (4 slots): cure wounds, guiding bolt, Condition Immunities charmed, frightened, grappled,
sanctuary paralyzed, petrified, prone, restrained, stunned
2nd level (3 slots): lesser restoration, spiritual Senses blindsight 10 ft., passive Perception 8
weapon Languages —
3rd level (2 slots): dispel magic, spirit guardians Challenge 1/2 (100 XP)

Actions Swarm. The swarm can occupy another creature’s


Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one space and vice versa, and the swarm can move through
target. Hit: 3 (1d6) bludgeoning damage. any opening large enough for a Tiny rat. The swarm
can’t regain hit points or gain temporary hit points.

Actions
Scout Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
Medium humanoid (any race), any alignment target in the swarm's space. Hit: 10 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm has
Armor Class 13 (leather armor)
half of its hit points or fewer
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 23
Swarm of Rats ACTIONS
Multiattack. The veteran makes two longsword
Medium swarm of Tiny beasts, unaligned
attacks. If it has a shortsword drawn, it can also make a
Armor Class 10 shortsword attack.
Hit Points 24 (7d8 − 7)
Speed 30 ft. Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
STR DEX CON INT WIS CHA (1d10 + 3) slashing damage if used with two hands.
9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Damage Resistances bludgeoning, piercing, slashing ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
Senses darkvision 30 ft., passive Perception 10 range 100/400 ft., one target Hit: 5 (1d10) piercing
Languages — damage.
Challenge 1/4 (50 XP)

Keen Smell. The swarm has advantage on Wisdom


(Perception) checks that rely on smell. Zombie
Medium undead, lawful evil
Swarm. The swarm can occupy another creature’s
space and vice versa, and the swarm can move through Armor Class 8
any opening large enough for a Tiny rat. The swarm Hit Points 22 (3d8+9)
can’t regain hit points or gain temporary hit points. Speed 20 ft.

Actions STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 7 (2d6) piercing Saving Throws Wis +0
damage, or 3 (1d6) piercing damage if the swarm has Damage Immunities poison
half of its hit points or fewer. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but
Veteran can't speak
Challenge 1/4 (50 XP)
Medium humanoid (any race), any alignment
Armor Class 17 (splint) Undead Fortitude. If damage reduces the zombie to 0
Hit Points 58 (9d8 + 18) hit points, it must make a Constitution saving throw
Speed 30ft. with a DC of 5+ the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
STR DEX CON INT WIS CHA zombie drops to 1 hit point instead.
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Actions
Skills Athletics +5, Perception +2 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses passive Perception 12 creature. Hit: 4 (1d6+1) bludgeoning damage.
Languages any one language (usually Common)
Challenge 3 (700 XP)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 24
Appendix 3: Coppertop Manor Map

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 25
Appendix 4: Cult Lair Map

3C

3B

3A.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 26
Appendix 5: Pyre Liar (Bonus Objective A.)
Estimated Duration: 60 minutes

Setting Description
South of the road into Glister behind a hillock wood and hay are being burned to create the smoke.
constable Hobb has set aside an area to burn the To avoid suspicion the cultist try to steer the party
bodies of the deceased from the plague. towards Daeomer or Hobb, suggesting that they
have something to hide.
Prerequisites What Do They Know? If questioned the attendants
The players can arrive from Episode 1 scene A., B., will reveal:
or C. It is also possible to arrive here at a later stage  The lack of bodies is because they are waiting for
in the investigation, time permitting. the next delivery of deceased from the tent
hospital (False)
Area Information  They kept the pyres burning for the last three
This area features: days, it’s easier than restarting it each time.
Dimensions & Terrain. The small hillock conceals (Partially true)
the burning pyres from the town gate and main road  They work in 8-hour shifts, two at a time (True)
into Glister. A muddy cart track leads around the hill  Constable Hobb ordered the pyres after he
to an area filled with thick smoke. discovered that bodies had been going missing at
Lighting. The smoke keeps the area lightly the cemetery. (True)
obscured.
 Daeomer runs the cemetery, he didn’t want
Smell. The smell of burning thatch and cord wood
anyone to know graves had been disturbed.
fill the air.
(Mostly True)
 They work for Ginna (Truer than you know)
Objectives  If “convinced” by the players with a DC 18
The players need to determine that the bodies are Charisma check the cult fanatic will reveal that
not being burned at the pyres and witness the cult’s they have a ritual planned for midnight at the
activities at midnight in the graveyard. cemetery. (True)

Scene A. Smoke and Mires


Adjusting the Scene
Following the path around a small hill you see the source of Here are some suggestions for adjusting this scene, according
the smoke, a large pyre of almost bond fire proportions burns to your group.
with two attendants feeding the flames with an occasional  Very Weak: Replace the cult fanatic with a cultist.
log. Your eyes sting from the smoke as it wafts around the  Weak: Remove the cultist.
area. A lone mule munches greedily on a pile of hay that sits  Strong: Remove the cultist add one cult fanatic.
next to stacks of cord wood besides a tarp covered cart.  Very Strong: Add one cult fanatic and one cultist.

Treasure & Rewards


Creatures/NPCs Each cult fanatic carries a bone skull mask. The
A cultist and a cult fanatic are tending to a large players will also find a piece of parchment with a
bier upon which a great smoking fire is burning. note scratched into it See Player Handout 4.
A successful DC 12 Wisdom (Perception) Check,
made at disadvantage due to the smoke, will reveal  Monetary Treasure. Bone skull masks are art
that there are no bodies in pyre, but plenty of hay objects that can be purchased for 5gp each if a
and wood. player wishes to keep one.
Objectives/Goals. They have been smuggling bodies
from the tent hospital in the cart when they go
through the town gate during shift change. Carting
them up to their lair under Coppertop Manor in the
dead of night. None of them have been burned. Only

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 27
Scene B. Rise
Following the lead given by the cult fanatic in Scene What Do They Know? If captured or confronted the
A or if the players wish to stake out the graveyard Acolyte will enlighten the party:
overnight hey will encounter visitors at midnight.
 They must get back to the inner sanctum or “she”
will be angry.
As an eerie fog descends from the hilltop, glowing
 Thang’ard is bringing death to the living and life to
headstones peak above the sea of mist in the moonlight like the dead with a relic of great suffering.
a flotilla of the lost. The mists and dim shadows seem to  Glister is just a test of the true power of Thang’ard
converge on a set of graves...

Area Information Adjusting the Scene


This area features: Here are some suggestions for adjusting this scene, according
Dimensions & Terrain. The ground is soft and to your group.
grassy keeping sounds muffled.  Very Weak: Remove the acolyte, two cultists and three
Lighting. The mist and moonlight keep the area zombies.
lightly obscured.  Weak: Remove the acolyte and one cultist.
 Strong: Replace the acolyte with a cult fanatic remove one
Creatures/NPCs zombie.
An acolyte and 4 cultists sneak into the graveyard.  Very Strong: Add one cult fanatic and one acolyte.
Roll a group stealth check for them with advantage
due to the dim light and the mist to see if they go Treasure & Rewards
unnoticed by the party. One of the cultists will be carrying the medallion
Objectives/Goals. The cultists are here to raise displayed in Player Handout 2. It is six inches in
some zombies as practice and tribute to Thang’ard diameter made of bronze and copper. Also, each cult
their cultist obsession. The zombies will be useful to fanatic, if present, carries a bone skull mask.
the cult and can later be shipped to Thang’ard’s lair
Monetary Treasure. The cultist medallion is an
in Thar.
art object that can be purchased for 10gp if a
If the cultists are not immediately discovered and
player wishes to keep it.
confronted they manage to raise 4 zombies before
Bone skull masks are art objects that can be
combat starts, otherwise the zombies will rise in the
purchased for 5gp each if a player wishes to keep
second round of combat and join the fray.
one.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
The cultists are not as into all of At the cemetery if the party It is possible to infiltrate the cult
this as the cult fanatics. The approaches the misty graves itself by convincing one of the
cultists will surrender or run without trying to be stealthy cult fanatics or an acolyte that
away if dropped to half their hit they may end up being surprised. you are there to join. DC 20
points. Cult fanatics will fight to Charisma (Deception) check to
the death. trick them. The players may also
try persuading them or
intimidating them depending on
the situation.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 28
Appendix 6: Tinder Moment (Bonus Objective B.)
Estimated Duration: 60 minutes

Setting Description
On the second floor in a room towards the front of Smells and sounds. The musty smell of moldy
the house is the ghost of Renny Tinderhobb. The wall paper and rotted wood permeate the entire
halfling child of Constable Hobb who died there two house. The sounds of creaking boards, and skittering
years ago. feet can be heard throughout the manor. While
inside the manor the crying of a child can be heard.
Prerequisites DC 12 Wisdom (Perception) check can determine
The players can arrive here from Episode 2 scene that it is coming from the second floor.
D. or they may do it after completing Story Objective
B in Episode 3 scene C. Objectives
The players need to help the ghost of Renny
Area Information Tinderhobb pass on.
This area features:
Dimensions & Terrain. The second floor of
Coppertop Manor is made up of broken wooden
floorboards which are difficult terrain.
Lighting. The manor is dimly lit from the
moonlight outside. When observing from the outside
a DC 18 Wisdom (Perception) check will notice a
flash of light from a window on the second floor.
Traps and hazards. The main stairs and floors
upstairs are treacherous. Periodically have the
players attempt to succeed on a DC 15 Wisdom
(Perception) check to avoid rotted boards that break
causing them to fall through for 3 (1d6) bludgeoning
damage.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 29
Scene A. Hole lot of scary
The players will need to get to the second floor to  Renny used to sneak up here often to explore
find the room where Renny Tinderhobb perished.  He liked to play with his favorite wooden kobold
doll but lost it somewhere in the house.
Stepping into this room the sky glooms overhead through a  He was looking for it in this room when the roof
gaping hole in the roof, its remnants collapsed into a pile on collapsed.
the floor in the center of the room. Glancing about you see  He can’t leave this room, but still wants to find his
partially boarded windows looking out over a dead willow kobold doll.
tree. Along the eastern wall sits a broken desk opposed by  The bad people came about two months ago
the remains of a bed on the western wall. The only door in  Their leader is a woman, who sounds sweet but is
the room is the one on the northern wall. really mean.
 Renny scared them away so they don’t bother him
anymore.
A character with a Passive Perception of 12 or  The bad people didn’t want to help find his doll,
higher will notice the remains of tiny jacket under they only wanted to gather as many bodies as
the rubble from the roof. possible for “that guard [sic]”.
 If the players have found the kobold doll, Renny
Creatures/NPCs will hover around the person with it and anxiously
As the players begin to search the room they hear a ask what they have in their pocket.
mournful wail of the Ghost (Alignment: NG) of  Renny will flit about excitedly once the doll is
Renny Tinderhobb. He manifests himself using his produced but he will not be able to rest and pass
horrifying visage against all in the area who will on until the doll is returned to his grave.
need to succeed on a DC 13 Wisdom saving throw or  Constable Hobb buried his son in the graveyard
become frightened. tended by Daeomer and either one can point out
Objectives/Goals. Renny will attempt frighten the the location of the grave and give permission to
players until they can prove they are not a threat. He inter the doll with Renny.
will then ask for the return of his favorite wooden  A DC 20 Intelligence (Investigation) check at the
kobold doll that went missing. It will be in a random graveyard will discover Renny’s grave marker
debris pile somewhere in the house. See scene B location without help.
Piles of Excitement. The doll will need to be
returned to his grave to allow his ghost to pass on.
What Does He Know? Renny will use his
Treasure & Rewards
Putting Renny to rest will earn the players the
horrifying visage until the characters prove they are
Tinder Hearts story award
not the bad people. Once he is sure the player
characters have good intentions he will appear as he
was in life, a tiny halfling boy of 8 years and speak:

Playing the Pillars


COMBAT EXPLORATION SOCIAL
The players can put Renny While exploring the manor the Talking with Renny Tinderhobb
Tinderhobb to rest by destroying players may encounter hazards will reveal that he was a curious
his ghost. If the players take this as described in the DMG pg. 105. and rambunctious boy. The
option, the rat swarms from Feel free to add additional pit cultists have had one run-in with
Scene B. come out of the walls falls as necessary to keep the him and decided it was best to
and join the fight. tension up. leave him alone. His presence
keeps lookie-loos away and Gina
has more important things to
worry about.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 30
Scene B. Piles of Excitement
Once inside the manor the players find dusty floors
and piles of debris. Exploring the debris piles the
Roll Pile 1 Pile 2
players will find trinkets, mundane items,
1 Trinket (PHB 160) 2lb bag of salt
consumable items, and swarms of critters. 2 Bottle of Wine Wooden teeth
3 Mouse Pile of feathers
The once polished marble checkered floor of the great foyer 4 Studded Leather 7-1” glass spheres
ends at a now rotted grand stair that rises the dusty floor to a 5 Wooden hairbrush Live chicken
broken balcony. To the left and right are a series of hallways 6 Small pouch Broken spyglass
7 Iron pot Mousetrap
and rooms. Piles of refuse and debris litter the rooms.
8 Painting** Axe head
9 Glass bottle Wood Kobold Doll*
10 Broken lute Miner’s Pick
Area Information
11 Fishing tackle Set of keys
This area features: 12 Bucket Ink pot (full)
Dimensions & Terrain. The main foyer is 60 ft. 13 Dagger Backpack
wide by 55 ft. deep with a balcony hanging over the 14 Wood Kobold Doll* Glass orb (focus)
back 15 ft. of the hall. Other rooms on this floor are 15 4 torches Wooden pipe
generally 20 ft. by 25 ft. 16 10 bolts Trinket (PHB 160)
17 Torn page Large rodent skull
Creatures/NPCs 18 Pouch (8 stones) Weathered Tapestry
There are 6 piles of debris lying about the manor 19 Jar of Pretzels Bag of Caltrops
20 Roll Twice Roll Twice
with 4 swarm of rats nestled throughout them.
Objectives/Goals. Let the players explore as many
Roll Pile 3 Pile 4
or as few as they wish but be sure they find the
1 10 arrows Wooden toy rattle
wooden kobold doll in at least one pile.
2 Hunk of cheese Dusty Turban
3 Signed contract*** Merchant Scales
4 Leather strap Mummified cat
Adjusting the Scene 5 Lvl 1 spell scroll 10’ pole
Here are some suggestions for adjusting this scene, according 6 3 rations Fishing net
to your group. 7 Rubber ball Bag of clam shells
 Very Weak: Remove three swarms of rats. 8 Helm (broken horn) Wooden Shield
 Weak: Remove one swarm of rats. 9 Beaver skin cap Trinket (PHB 160)
 Strong: Add four swarms of rats. 10 Trinket (PHB 160) Block and tackle
11 Rusty manacles Orcus plushie
 Very Strong: Add four swarms of insects (beetles).
12 Wood Kobold Doll* Potion of climbing
13 Zinc Rod Leather slippers
Treasure. Roll on the debris pile chart for each pile. 14 Tombstone Flask of oil
15 Book of poems Pack of cards
Debris Piles. Roll 1d4 times on this chart when searching a 16 Dented tin crown Spiked dog collar
debris pile. One of each item per pile may be found, ignore 17 Velvet purse Wood Kobold Doll*
duplicates and reroll. Roll a D4 to determine which pile list 18 Abacus Warped staff
and a D20 for line item. 19 Candle Urn of ashes
20 Roll Twice Roll Twice
* The wooden doll belonged to Denny Tinderhobb
See Tinder Moment
** The painting is of a young half elven girl, the
plaque says Ginna Bentris
***The contract is for delivery of bodies to Thang’ard
signed Ginna.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 31
Appendix 7: Hulburg Letter (Player Handout 1)

Over a tenday ago we lost contact with the


House of Swords in the Galena foothills
outside of the mining town of Glister. Word
has since come to us that the warrior priest
of Tempus have lost their nerve, refusing to
leave the sanctuary of their fortified temple.

Go to Glister, visit the House of Swords, find


out why they remain sequestered, and help
to secure the area. We wish to be prepared
in the case of another invasion of hostile
humanoids from Thar.

Harmach Hulmaster

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 32
Appendix 8: The Medallion (Player Handout 2)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 33
Appendix 9: Shipment Tag (Player Handout 3)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 34
Appendix 10: Scratched Note (Player Handout 4)

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 35
Appendix 11: Story Rewards (Player Handout 5)
During the course of this adventure, the characters
may earn the following story award. If you are
printing these out for your characters, print as many
as you may need to ensure that any eligible
character receives a copy:

B&E
You have entered the Manor without securing
permission from Constable Hobb and have been
arrested for breaking and entering. You spend a day
in lockup and do some minor community service
before being released from the constable’s charge.
Glister law enforcement will be wary of your
activities in town until you can prove yourself.
Hobb will require some additional task in the future
to clear your name completely.

Removed this story award upon completion of Part 2


of the Plaguestone trilogy: A Mine of Their Own.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 36
Appendix 12: Story Rewards (Player Handout 6)
During the course of this adventure, the characters
may earn the following story award. If you are
printing these out for your characters, print as many
as you may need to ensure that any eligible
character receives a copy:

Tinder Hearts
You have put the ghost of Renny Tinderhobb to rest
by reuniting him and his kobold doll. For doing this
kindness Constable Hobb has named you an
honorary deputy. Constable Hobb presents you with
a deputy star and will welcome your assistance in
future endeavors.

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 37
Appendix 13: Magic Item
Characters completing this adventure’s objective
unlock this magic item.

Gloves of Climbing and


Swimming (Table F)
Wondrous Item, uncommon (requires attunement)

While wearing these gloves, climbing and swimming


don’t cost you extra movement, and you gain a +5
bonus to Strength (Athletics) checks made to climb
or swim. This item is found on Magic Item Table F
in the Dungeon Master’s Guide.
The rust colored Gloves of Chakalakhan are
constructed of articulated boiled leather. While
wearing these when you strike an enemy you hear
faint fragments of the ancient battle song of the great
hobgoblin war chief Chakalakhan.

GRAY! The steel we hold


As the tides of battle rise
BLACK! The rage we feel
For our enemies must die
RED! CHAKALAKHAN
Our Warchief forever fights

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Appendix 14: Dungeon Master Tips
This adventure is designed for three to seven 1st- feel free to restrict item use or ask them to use a
4th level characters and is optimized for five standard ability score array.
characters with an average party level (APL) of 3. Point players to the D&D Adventurers League
Characters outside this level range cannot Players Guide for reference. If players wish to spend
participate in this adventure. downtime days and it’s the beginning of an
adventure or episode, they can declare their activity
New to D&D Adventurers League? and spend the days now, or they can do so at the end
http://dnd.wizards.com/playevents/organized-play of the adventure or episode. Players should select
their characters’ spells and other daily options prior
To DM an adventure, you must have 3 to 7 players—
to the start of the adventure, unless the adventure
each with their own character whose level is within
specifies otherwise. Feel free to reread the
the adventure’s level range. Characters playing in a
adventure description to help give players hints
hardcover adventure may continue to play to but if
about what they might face.
they play a different hardcover adventure, they can’t
return to the first one if they’re outside its level
range. Adjusting This Adventure
When combat is a possibility, the adventure will
Preparing the Adventure provide a sidebar that helps you to determine the
best mix/number of opponents to provide them with
Before you start play, consider the following:
to create an appropriate challenge. While you’re not
 Read through the adventure, taking notes of bound to these adjustments; they’re here for your
anything you’d like to highlight or remind yourself convenience and consideration.
of while running the adventure, such as a way To determine whether you should consider
you’d like to portray an NPC or a tactic you’d like adjusting the adventure, add up the total levels of all
to use in a combat. Familiar yourself with the the characters and divide the result by the number
adventure’s appendices and handouts. of characters (rounding .5 or greater up; .4 or less
 Gather any resources you’d like to use to aid you down). This is the group’s average party level (APL).
in running this adventure--such as notecards, a To approximate the party strength for the
DM screen, miniatures, and battlemaps. adventure, consult the table below.
 Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and Party Composition Party Strength
anything specified as notable by the adventure 3-4 characters, APL less than Very weak
(such as backgrounds, traits, flaws, etc.) 3-4 characters, APL equivalent Weak
Players can play an adventure they previously 3-4 characters, APL greater than Average
played as a Player or Dungeon Master, but may only 5 characters, APL less than Weak
play it once with a given character. Ensure each 5 characters, APL equivalent Average
player has their character’s adventure logsheet (if 5 characters, APL greater than Strong
not, get one from the organizer). The players fill out 6-7 characters, APL less than Average
the adventure name, session number, date, and your 6-7 characters, APL equivalent Strong
name and DCI number. In addition, the player also 6-7 characters, APL greater than Very strong
fills in the starting values for advancement and
treasure checkpoints, downtime days, and renown.
These values are updated at the conclusion of the
session.
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a
quick scan of a player’s character sheet to ensure
that nothing looks out of order. If you see magic
items of very high rarities or strange arrays of ability
scores, you can ask players to provide
documentation for the irregularities. If they cannot,

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CCC-PRETZ-PLA01 The Mystery at Coppertop Manor 39

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